You are viewing our Forum Archives. To view or take place in current topics click here.
Regarding ISO mods
Posted:

Regarding ISO modsPosted:

c0dcoders
  • Challenger
Status: Offline
Joined: May 30, 201014Year Member
Posts: 195
Reputation Power: 7
Status: Offline
Joined: May 30, 201014Year Member
Posts: 195
Reputation Power: 7
I posted this before but a mod closed it without explanation so here I go again:

I've seen a lot of posts recently suggesting that ISO modding possibilities could be limitless if you address it the right way. Well i hate to ruin it but those posts couldn't be more wrong. Let me explain why. Now a days when a game company makes a game for the xbox 360 they add file checks to the xex. These file checks are very similar to the .map checks introduced in halo 3. This means if we mod the files on the disk the xex will see those files as tampered with and won't load them. Well this is a simple problem with a not so simple solution. To bypass this issue you can simply modify the xex to not run these file checks, but now a similar system that is built into the xbox firmware sees that the xex you are trying to run is modified and therefor won't run it. This is where jtags come in. Jtags use a time attack to break the so called "chain of trust" that the xboxs rely on to stay secure. Once this chain is broken the console can boot to a modified dash and no longer discriminate against unsigned code. So now hurray! We can run the modified game content now! Then Microsoft gets mad because we messed with their security. So, they find a way to block jtags from live. Some people think its no big deal, I mean we can just mod the files, burn them to a disk, and play them on a flashed xbox. Well guess what, now you've broken the signature on the files and Mr.xex doesn't like that very much. So Mr.xex decides he doesn't want to run those unsigned files and your whole plan falls to pieces.

Basically what I'm trying to say is you can't iso mod games with xex checks involved. This includes Mw2, Black Ops, Halo 3, Halo: REACH, and a large number of other games. I guarantee if you try and iso mod these games you will end up with a wasted double layer disk and a lot of frustration. So don't try, just give that theory up. If you really want to host lobbies again remember: Save the Jtags. Save the world.

Edit: Also something else important. DEV KITS CANNOT SIGN CODE! I don't care how expensive they are they aren't that special. Dev kits were designed to TEST games not MOD them. Sure you can change a lot with dev kits but the same rule still holds. You change the game files, you break the signature. End of story.

The following 1 user thanked c0dcoders for this useful post:

Wod (02-16-2011)
#2. Posted:
TTGBoi
  • TTG Addict
Status: Offline
Joined: Jul 27, 201014Year Member
Posts: 2,723
Reputation Power: 121
Status: Offline
Joined: Jul 27, 201014Year Member
Posts: 2,723
Reputation Power: 121
i made like a mega thread earlier about ALL of these mods.... way to steal... you didn't steal the WORDS you stole the idea of this post
#3. Posted:
c0dcoders
  • Challenger
Status: Offline
Joined: May 30, 201014Year Member
Posts: 195
Reputation Power: 7
Status: Offline
Joined: May 30, 201014Year Member
Posts: 195
Reputation Power: 7
TTGBoi wrote i made like a mega thread earlier about ALL of these mods.... way to steal... you didn't steal the WORDS you stole the idea of this post

Never saw your post. If i copied you im sorry its purely by coincidence
#4. Posted:
TTGBoi
  • TTG Addict
Status: Offline
Joined: Jul 27, 201014Year Member
Posts: 2,723
Reputation Power: 121
Status: Offline
Joined: Jul 27, 201014Year Member
Posts: 2,723
Reputation Power: 121
c0dcoders wrote
TTGBoi wrote i made like a mega thread earlier about ALL of these mods.... way to steal... you didn't steal the WORDS you stole the idea of this post

Never saw your post. If i copied you im sorry its purely by coincidence
it's aight, i was just notifying you in case you DIDN'T know, and if you did, you wouldn't do it again lolz
#5. Posted:
robochode629
  • TTG Natural
Status: Offline
Joined: Sep 18, 201014Year Member
Posts: 947
Reputation Power: 40
Status: Offline
Joined: Sep 18, 201014Year Member
Posts: 947
Reputation Power: 40
c0dcoders wrote
TTGBoi wrote
c0dcoders wrote
TTGBoi wrote i made like a mega thread earlier about ALL of these mods.... way to steal... you didn't steal the WORDS you stole the idea of this post

Never saw your post. If i copied you im sorry its purely by coincidence
it's aight, i was just notifying you in case you DIDN'T know, and if you did, you wouldn't do it again lolz

np. Actually can you pm me a link to the post i'd like to read it

i agree i wanna read it
#6. Posted:
c0dcoders
  • Challenger
Status: Offline
Joined: May 30, 201014Year Member
Posts: 195
Reputation Power: 7
Status: Offline
Joined: May 30, 201014Year Member
Posts: 195
Reputation Power: 7
robochode629 wrote
c0dcoders wrote
TTGBoi wrote
c0dcoders wrote
TTGBoi wrote i made like a mega thread earlier about ALL of these mods.... way to steal... you didn't steal the WORDS you stole the idea of this post

Never saw your post. If i copied you im sorry its purely by coincidence
it's aight, i was just notifying you in case you DIDN'T know, and if you did, you wouldn't do it again lolz

np. Actually can you pm me a link to the post i'd like to read it

i agree i wanna read it

lol deleted my post cuz i found it Forums/viewtopic/t=881768.html
#7. Posted:
TechJunkyzGaming
  • TTG Natural
Status: Offline
Joined: Jan 09, 201113Year Member
Posts: 934
Reputation Power: 38
Status: Offline
Joined: Jan 09, 201113Year Member
Posts: 934
Reputation Power: 38
i agree 99.9%... all of what you are saying is true... but you have the idea of a devkit wrong.... a devkit is used to edit games.. it is used by developers, testers, ect... To be able to change the game by console and code... it must be able to sign code. Think about that... If they cant sign code how would they edit the game to its greatest. Sure, devkit modders use them differently but they are no different. this is why it is illegal to own one because if you dont have a license to own one, (work for microsoft) then you are modding with it. How do you think all of these patches, xex's, online mods, ect... have been made but without a devkit to try the code... Don't post about something you are not entirely knowledgable about. Do you have a jtag (you might have one im legitly asking), do you have aa devkit?
#8. Posted:
c0dcoders
  • Challenger
Status: Offline
Joined: May 30, 201014Year Member
Posts: 195
Reputation Power: 7
Status: Offline
Joined: May 30, 201014Year Member
Posts: 195
Reputation Power: 7
TechJunkyzGaming wrote i agree 99.9%... all of what you are saying is true... but you have the idea of a devkit wrong.... a devkit is used to edit games.. it is used by developers, testers, ect... To be able to change the game by console and code... it must be able to sign code. Think about that... If they cant sign code how would they edit the game to its greatest. Sure, devkit modders use them differently but they are no different. this is why it is illegal to own one because if you dont have a license to own one, (work for microsoft) then you are modding with it. How do you think all of these patches, xex's, online mods, ect... have been made but without a devkit to try the code... Don't post about something you are not entirely knowledgable about. Do you have a jtag (you might have one im legitly asking), do you have aa devkit?

I do have a jtag as a matter of fact and ive done some simple xex modding of my own. But YOU sir are the wrong one. M$ isn't stupid. They knew dev kits would find their way out of the development and testing system and into the public so they would never leave such valuable keys with them. The keys needed to sign xenon executables are kept somewhere very private within the M$ walls and are never sent out to ANYONE.
#9. Posted:
Eject
  • New Member
Status: Offline
Joined: Feb 16, 201113Year Member
Posts: 31
Reputation Power: 1
Status: Offline
Joined: Feb 16, 201113Year Member
Posts: 31
Reputation Power: 1
c0dcoders wrote I posted this before but a mod closed it without explanation so here I go again:

I've seen a lot of posts recently suggesting that ISO modding possibilities could be limitless if you address it the right way. Well i hate to ruin it but those posts couldn't be more wrong. Let me explain why. Now a days when a game company makes a game for the xbox 360 they add file checks to the xex. These file checks are very similar to the .map checks introduced in halo 3. This means if we mod the files on the disk the xex will see those files as tampered with and won't load them. Well this is a simple problem with a not so simple solution. To bypass this issue you can simply modify the xex to not run these file checks, but now a similar system that is built into the xbox firmware sees that the xex you are trying to run is modified and therefor won't run it. This is where jtags come in. Jtags use a time attack to break the so called "chain of trust" that the xboxs rely on to stay secure. Once this chain is broken the console can boot to a modified dash and no longer discriminate against unsigned code. So now hurray! We can run the modified game content now! Then Microsoft gets mad because we messed with their security. So, they find a way to block jtags from live. Some people think its no big deal, I mean we can just mod the files, burn them to a disk, and play them on a flashed xbox. Well guess what, now you've broken the signature on the files and Mr.xex doesn't like that very much. So Mr.xex decides he doesn't want to run those unsigned files and your whole plan falls to pieces.

Basically what I'm trying to say is you can't iso mod games with xex checks involved. This includes Mw2, Black Ops, Halo 3, Halo: REACH, and a large number of other games. I guarantee if you try and iso mod these games you will end up with a wasted double layer disk and a lot of frustration. So don't try, just give that theory up. If you really want to host lobbies again remember: Save the Jtags. Save the world.

Edit: Also something else important. DEV KITS CANNOT SIGN CODE! I don't care how expensive they are they aren't that special. Dev kits were designed to TEST games not MOD them. Sure you can change a lot with dev kits but the same rule still holds. You change the game files, you break the signature. End of story.
lol'd so hard to the Noobs that still think its possible. also i couldnt love anymore on how you put this together. Nice Job and soo True.
Jump to:
You are viewing our Forum Archives. To view or take place in current topics click here.